IBS Starsearcher

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Screenshots - IBS Starsearcher

IBS Starsearcher atari screenshot
IBS Starsearcher atari screenshot
IBS Starsearcher atari screenshot
IBS Starsearcher atari screenshot
IBS Starsearcher atari screenshot
IBS Starsearcher atari screenshot

Information - IBS Starsearcher

GenreStrategy - WargameYear1988
Language[unknown]Publisher[no publisher]
ControlsKeyboardDistributor-
Players1DeveloperDeto Soft
ResolutionLowLicensed from-
Programmer(s)

Edwards, Dan

CountryUSA
Graphic Artist(s)

Edwards, Dan

SoftwareEnglish
Game design

Edwards, Dan / Oney, Ted

Box / InstructionsEnglish
Musician(s)

Edwards, Dan

LicensePD / Freeware / Shareware
Sound FX

Edwards, Dan

Serial
Cover Artist(s)ST TypeST, STe / 0.5MB
MIDIVersion
Dumpdownload atari IBS Starsearcher Download / MSANumber of Disks1 / Single Sided
Protection

Instructions - IBS Starsearcher

    IBS STARSEARCHER from DETO SOFT is released as a Public
Domain item.  It is a free program, released to introduce you to
the series of IBS games.  Two other games exist in the IBS
series: IBS Guardian and IBS Pegasus.  Both are Shareware items,
far more detailed than this introductory game, and can be found
on GEnie Services.
	Feel free to give copies of IBS Starsearcher to your
friends.  Should you find bugs lurking in the program, or should
you wish to make comment on the program, you may do so by writing
to the address below or by leaving e-mail on GEnie Services in
the mailbox of d.edwards8. 
 
*************************************** 
*                                     * 
*        D. L. Edwards                * 
*        52 Smith Rd.                 * 
*        Bellville, OH  44813         * 
*                                     * 
*************************************** 
 
Remember that your support of DETO Software determines its
future. 
 
                 Thanks, 
                 Dan Edwards & Ted Oney 

 
Disclaimer:

	Neither the writers of this program nor Deto Soft make any
warranty, express or implied, with respect to this program or the
accompanying documentation as to quality, performance, or fitness
for any purpose.  It is the responsibility solely of the
purchaser/user to determine the suitability of the products for
any purpose.
	In no case will Deto Soft be held liable for direct,
indirect or incidental damages resulting from any defect or
omission in the program or its documentation, including, but not
limited to, any interruption of service, loss of business,
anticipated profit, or other consequential damages.


IBS STARSEARCHER

CAPTAIN'S MANUAL



INTRODUCTION

     Your selection as captain of this Inter-galactic BattleShip
testifies to your abilities as a commander and guardian of the
perimeter.  It is anticipated, however, that as a new captain of
the most powerful ship to safeguard our United Earth, that you
may come across heretofore unencountered problems.

     This manual is intended as an aid in your adjustment.  All
pertinent information has been covered.  With the use of this
information and your apparent ability in matters of strategy, the
free system will survive.

     Good luck, Captain.




** CAPTAIN'S COMMAND COMPUTER **
( CCC )


NAVIGATION

     Movement of the IBS Starsearcher can be accomplished
directly from the main command section.  Normal navigation can be
accessed by entering NAVIGATION or NAV.  Both are understood by
the Captain's Command Computer ( CCC ).

     After accessing the navigation section, you must instruct
the CCC in the matter of direction.  To swing the ship to the
left, you must enter TO PORT.  Entering TO STARBOARD will bring
the ship around to the right.  Also, advancing or retreating from
the enemy can be accomplished with ADVANCE and RETREAT.

     Power units required to move the ship one degree either port
or starboard are ten ( 10 ).  It is best to keep this movement to
a range of from ten to one hundred power units, though any
movement can be accomplished.

     Power units for advance and retreat are one unit per
kilometer.  Therefore, to advance on the enemy by a factor of
1000 kilometers, you will need to expend 1000 units of power.


PROBE

     A certain amount of skill must be acquired to properly use
the probe.  This will, however, come with usage.  PROBE is the
key word to enter into the CCC to access this useful tool.  Once
this section has been reached by the CCC, you will be asked for
the x,y coordinates.

     Your CCC scope is set up on a 20 by 40 grid in relation to a
row/column format.  When the enemy is attacking, the shields of
the entire enemy fleet must be lowered as each ship fires.  ( See
Derston's ENERGY vs. ENERGY c.sd.G826gy ) 

     The enemy will become visible momentarily on the CCC scope
--time enough for the experienced probe user to sight a ship for
probing.  Once you believe you have located the approximate
position of an enemy ship, the probe can be accessed.

     Enter the approximate x,y ( column/row ) coordinates into
the probe.  If the coordinates are incorrect, the probe marker
will show as a flash.  If, however, the coordinates are correct,
the enemy ship will show within the probe marker.  At this time a
weapon can be fired, or the coordinates will be saved for later
use.  ( See RECALL in this manual )


LASER

     The use of the key word LASER will activate this section of
the weaponry.  As is the case on other Inter-galactic
BattleShips, the laser is non-directional, therefore, if no enemy
is within direct laser sights, you will need to navigate to port
or starboard.

     Though the strength of a laser burst is relatively small,
its strength, as with other weaponry, increases with nearness to
the target.  Remember, however, that the IBS Starsearcher, as
with the enemy, becomes more susceptible to damage in relation to
the nearness to enemy fire.

     The laser burst, however, has become the most energy
efficient weapon in your arsenal since the installation of the
newly incorporated Pulse Burst EV Field Synthesizer.


ANTI-MATTER MISSILE

     To fire a missile at an already identified target, you must
activate missile control by entering MISSILE.  When missile
control has been reached, you can enter the x,y (column/row)
coordinates as obtained by the probe.

     Anti-matter missiles are nearly always totally destructive (
even against the enemy's Negative Field Shields ), so if a
missile fails to destroy the target ( other than in the case of a
failed detonator -- which has been too often the case ), you may
be too distant from the target to get an accurate hit.  Closing
with the enemy by as little as a few hundred kilometers can
alleviate this problem.


TYPE T NEUTRINO TORPEDO

     After entering TORPEDO into the CCC, firing can be
accomplished exactly as with the anti-matter missile.  The new
Type T Neutrino Torpedo is nearly half the strength of a missile. 
This is over 25% more powerful than those previously carried on
the Starsearcher.


HOME BASE

     One return can be made to home base during any battle by
entering HOME or HOMEBASE.  You can pick up any available crew,
along with torpedoes and missiles.  Some power will be
replenished at this time also.

     You may find that you do not have a full complement of crew
and weaponry.  Due to the ongoing war with the enemy, crewmen and
weaponry have been in short supply.

     The key word RETURN will return you to the scene of your
battle, at which time you can attempt victorious completion of
your battle.

     Power consumption on your visit to -- and return from --
homebase will vary accordingly with your distance from base.


CREW

     Any crewman may be removed from one area and placed into
another with CREW.  You will need to enter the number of crewmen
to be removed from the specified area.

     This method of strategically placing your crew can spell the
difference between victory and defeat.  An area which cannot
operate due to a shortage of crew can be helped by an area which
has no further use.


EMERGENCY

     If Computer Control (discussed later in manual) is not
functional and you lose all communication facilities, you can use
EMERGENCY to get help.  This special communications channel is
nearly indestructible and is in operation even when Computer
Control has failed.

     Nearly all posts will be temporarily deserted by crewmen in
order to rush repairs on the mainframe computer.  This emergency
repair results in a tremendous expenditure of power units, but
Computer Control should be operational in very short time.


SELF DESTRUCT

     Though it is hoped that this command will never be needed,
it must be mentioned none the less.  If at any time a captain
finds that his crew and ship cannot possibly defeat the remaining
enemy craft, he is under order of the officiating powers of
United Earth to SELF DESTRUCT or DESTRUCT.

     Under no circumstances must the Starsearcher fall into the
hands of the enemy.



*** COMPUTER CONTROL ***


COMPUTER CONTROL

	Our last command can be entered into the CCC.  This command
will access the computer aboard the ship, your main
communications link.  COMP or COMPUTER will connect you with this
-- your most powerful tool.


********** COMP **********


STATUS

	The status of your crew and the ship's damage, along with
weapon availability, can be accessed with STATUS or STATS.  Using
this command will keep you updated.
	Remember: Computer Control must be accessed before accessing
status or any further command in this manual.


SEARCH

	The command SEARCH will cause the ship's computer to scan
the battle area for any existing enemy vessels and report the
number found to you.


RECALL

	When the probe is used in the CCC, the x,y coordinates are
stored directly in the ship's computer.  If the last coordinates
used were correct in identifying an enemy craft, then these
coordinates can be obtained for missile or torpedo placement with
RECALL.  Therefore, an enemy craft can be located, then you can
go about other business without losing the coordinates.
	Once a missile or torpedo has been fired, the coordinates
are reset to zero, otherwise they remain unless the probe is used
again.


COMMUNICATIONS

	A communications link can be set up through Computer Control
with COMMUNICATIONS or COMM.  The medical and repair teams can be
reached anywhere in the ship by this means.


** The remaining two commands **
** are used with COMM **


MEDICAL TEAM

	A correct procedure for reaching the medical team is: COMP 
COMM  MED  (each item must be entered separately).  MEDICAL,
HOSP, or HOSPITAL will work for the last entry.
	When the medical team has been reached, enter: RELOCATE
after which you must specify an area in need of the team's
attention.


REPAIR TEAM

	The repair team is reached the same as the medical team with
the exception of specifying REPAIR for the link after
communications has been reached.


	** NOTE **  When an area of the ship has too few crewmen or
is too severely damaged, it is non-functional.  Medical attention
to the wounded or repairs to the ship will only take place if the
captain directs the specific crew to the area in need.
	This method of team deployment has proved to be the most
effective.




*** UE RULES & REGULATIONS ***

	For United Earth rules and regulations aboard a ship in its
service, see UE document 3Y9BN67.  For trials or court martials
while in space, see document UE00.397v c.gy.
	It is the responsibility of each captain in the service of
United Earth to guarantee proper conduct of crew members on his
ship.  Further, a captain must, in a timely manner, conduct
inquiries into any illegal or questionable activities on the part
of his crew.


** SHIP AREAS **

	All areas of the ship are referred to by numeric notations. 
When an area must be specified, be sure to use the correct number
from the list below.




NUMERIC CODE       AREA                CREWMEN

	1.............LASER...................5
	2.............PROBE...................5
	3.............NAVIGATION..............5
	4.............MISSILE.................8
	5.............COMPUTER................7
	6.............HOSPITAL................5
	7.............TORPEDO.................5
	8.............HOMEBASE................5
	9.............COMMUNICATIONS..........5



** COMMANDS **


THROUGH CCC TERMINAL

KEYSTROKES:

	1     NAVIGATION or NAV
        A  ADVANCE
        R  RETREAT
        P  TO PORT
        S  TO STARBOARD
	2     PROBE
	3     LASER
	5     MISSILE
	4     TORPEDO
	7     HOMEBASE or HOME        R     RETURN
	9     CREW
	0     EMERGENCY
	8     DESTRUCT
	6     COMPUTER or COMP


THROUGH COMPUTER CONTROL

	Z     STATUS or STATS
	S     SEARCH
	R     RECALL
	C     COMMUNICATIONS or COMM


THROUGH COMMUNICATIONS

	M     MEDICAL or MED or HOSPITAL or HOSP     R     RETURN
	R     REPAIR                                 R     RETURN

** THESE ARE THE ONLY KEY WORDS RECOGNIZED **



IBS STARSEARCHER

** STATISTICS AND CAPACITIES **



GROSS WEIGHT (FULLY ARMED AND MANNED)..........50,000 gt
WIDTH..........................................2793 gy
DEPTH..........................................3422 gy
HEIGHT.........................................2346 gy
SPEED (HYPERSPACE DRIVE).......................NEAR INSTANTANEOUS
SPEED (PHOTON DRIVE)...........................46,000 gp/s
RANGE..........................................LIMITED BY POWER
TORPEDOES......................................50
MISSILES.......................................35
CREW...........................................100 plus
SUPPLIES (INCLUDING ALL MEDICAL, FOOD, ETC.)...300,000 cgcu




				gt.....galactic tons
				gy.....galactic yards
				gp/s...galactic perlons per second
				cgcu...cubic galactic cargo units
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